Don't unnecessarily remove from backup objects that were not directly attached from the scene.
These are never in region backup in the first place since recent 11830c43
Extend regression test to check backup status.
mb-throttle-test
parent
57e75d7c03
commit
2a9528fa22
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@ -387,7 +387,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (!Enabled)
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if (!Enabled)
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return false;
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return false;
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return AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);
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group.DetachFromBackup();
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bool success = AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);
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if (!success)
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group.AttachToBackup();
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return success;
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}
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}
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/// <summary>
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/// <summary>
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@ -815,8 +822,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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"[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
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"[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
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so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
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so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
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so.DetachFromBackup();
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// Remove from database and parcel prim count
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// Remove from database and parcel prim count
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m_scene.DeleteFromStorage(so.UUID);
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m_scene.DeleteFromStorage(so.UUID);
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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@ -199,6 +199,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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string attName = "att";
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string attName = "att";
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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Assert.That(so.Backup, Is.True);
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m_numberOfAttachEventsFired = 0;
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, true, false);
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@ -213,6 +214,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.Backup, Is.False);
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// Check item status
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// Check item status
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Assert.That(
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Assert.That(
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@ -385,7 +387,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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public void TestRezAttachmentFromInventory()
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public void TestRezAttachmentFromInventory()
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{
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{
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// TestHelpers.EnableLogging();
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Scene scene = CreateTestScene();
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Scene scene = CreateTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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@ -407,6 +409,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.IsFalse(attSo.Backup);
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// Check appearance status
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// Check appearance status
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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@ -601,7 +604,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItem.ID)), Is.Null);
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Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItem.ID)), Is.Null);
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// Check object in scene
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// Check object in scene
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Assert.That(scene.GetSceneObjectGroup("att"), Is.Not.Null);
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SceneObjectGroup soInScene = scene.GetSceneObjectGroup("att");
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Assert.That(soInScene, Is.Not.Null);
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Assert.IsTrue(soInScene.Backup);
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// Check events
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// Check events
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Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
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Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
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@ -755,6 +760,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.IsFalse(attSo.Backup);
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// Check appearance status
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// Check appearance status
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List<AvatarAttachment> retreivedAttachments = presence.Appearance.GetAttachments();
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List<AvatarAttachment> retreivedAttachments = presence.Appearance.GetAttachments();
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@ -884,6 +890,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];
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SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];
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Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
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Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
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Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
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Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
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Assert.IsFalse(actualSceneBAtt.Backup);
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Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
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Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
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@ -994,6 +1001,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];
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SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0];
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Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
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Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
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Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
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Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
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Assert.IsFalse(actualSceneBAtt.Backup);
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Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
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Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
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@ -611,7 +611,7 @@ namespace OpenSim.Tests.Common
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//part.UpdatePrimFlags(false, false, true);
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//part.UpdatePrimFlags(false, false, true);
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//part.ObjectFlags |= (uint)PrimFlags.Phantom;
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//part.ObjectFlags |= (uint)PrimFlags.Phantom;
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scene.AddNewSceneObject(so, false);
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scene.AddNewSceneObject(so, true);
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return so;
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return so;
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}
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}
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